Fine Mr. Dyal
Let's first look at Sanity (now this is based on the RQ system):
In BRP to get a +1d6 to Sanity you must have 90%+ in a single skill. Assuming a character starts with around a maximum of 75% in a skill and he earns a check mark meaning he will have a 75% of earning +1d6 to his skill, meaning an average of 0.875 skill point on the first adventure (per skill with a check). The average number of skill points you get will mathematically decrease arithmatically (to 24%, 23%, ... , 9%) and thus it will take over TWENTY adventures to gain that sanity bonus. Also Gaining Cthulhu Mythos could destroy your character in that same amount of time.
In d20 you gain back +1d6 sanity every level. This could easily happen every one to three adventures. And since Cthulhu Mythos is gained at 1-2 points per unlucky roll rather than 5%, it will take three times as many adventures for it to destroy your character. Also characters become unplayable at -10 Sanity rather than 0 Sanity.
Now let's look at hit points:
In BRP your hit points are never greater than your (SIZ + CON)/2, so on average you will have on average (13 + 11)/2 = 12 hit points. You will suffer a shock effect if you take more than half your hit points which in this case is 6, you will be unconscious at 1, 2, or 3 hit points, so actually you only have 9 hit points in the D&D sense. Healing is at 1d3 per week, so any injured character will be out for an average of five weeks. Damage from monsters is +1d6 per eight points of STR + SIZ, whereas a d20 size class gives you a +4 Str and +0-2 points for damage (increase of one die) and there are far fewer size classes in d20 than there are in CoC (I did a BRP to d20 SIZ conversion table, just don't have it here). So on average the monsters are doing more damage in BRP.
In d20 we have hit points based on level. By 5th level, d20 characters can have more hit points on average than any BRP character, and they still have 15 levels to advance. The 10 hit point MDT becomes less and less important as your Fort Save increases. A starting character can have up to a +8 Fort Save giving only a 35% chance of failure, and it gets better as you go up in level.
And now Magic.
In BRP it is true there is no limit on you POW, but POW increase rolls become harder and harder to gain. So the practical limit is around 25. So your magic points are 25 or less, so you can only cast spells so many times before you are exhausted.
In d20 the cost is spread across the ability scores as ability damage, allowing more casting of magic and thus more reliance on magic. As long as the characters protect their spellcaster (now which game does that sound like, hmmm), they can use magic much more often than in BRP.
So in having characters with generally higher sanities, faster skill acquisition (you can extrapolate that from my first paragraph), more hit points, creatures doing less damage, an MDT mechanic meant to be meaningful but easily circumvented, and more frequent spell casting you have a game that is more Pulpy than Horror. I am sure if I had the rulebooks in front of me I could easily point out other systemic differences.
Now, I'm not saying that is totally a bad thing. CoCd20 is easily one of my favorite games, its just the play comes out differently from BRP.